API Reference

Class List

pc.SpriteAnimationClip

Extends: pc.EventHandler

Handles playing of sprite animations and loading of relevant sprite assets.

Summary

Properties

durationThe total duration of the animation in seconds.
frameThe index of the frame of the pc.Sprite currently being rendered.
isPausedWhether the animation is currently paused.
isPlayingWhether the animation is currently playing.
spriteThe current sprite used to play the animation.
spriteAssetThe id of the sprite asset used to play the animation.
timeThe current time of the animation in seconds.

Methods

pausePauses the animation.
playPlays the animation.
resumeResumes the paused animation.
stopStops the animation and resets the animation to the first frame.

Events

endFired when the clip stops playing because it reached its ending.
loopFired when the clip reached the end of its current loop.
pauseFired when the clip is paused.
playFired when the clip starts playing
resumeFired when the clip is resumed.
stopFired when the clip is stopped.

Inherited

Methods

fireFire an event, all additional arguments are passed on to the event listener
hasEventTest if there are any handlers bound to an event name
offDetach an event handler from an event.
onAttach an event handler to an event
onceAttach an event handler to an event.

Details

Constructor

SpriteAnimationClip(component, data)

Parameters

componentpc.SpriteComponentThe sprite component managing this clip.
dataObjectData for the new animation clip.
data.fpsNumberFrames per second for the animation clip.
data.loopObjectWhether to loop the animation clip.
data.nameStringThe name of the new animation clip.
data.spriteAssetNumberThe id of the sprite asset that this clip will play.

Properties

Numberduration

The total duration of the animation in seconds.

Numberframe

The index of the frame of the pc.Sprite currently being rendered.

BooleanisPaused

Whether the animation is currently paused.

BooleanisPlaying

Whether the animation is currently playing.

pc.Spritesprite

The current sprite used to play the animation.

NumberspriteAsset

The id of the sprite asset used to play the animation.

Numbertime

The current time of the animation in seconds.

Methods

pause()

Pauses the animation.

play()

Plays the animation. If it's already playing then this does nothing.

resume()

Resumes the paused animation.

stop()

Stops the animation and resets the animation to the first frame.

Events

end

Fired when the clip stops playing because it reached its ending.

loop

Fired when the clip reached the end of its current loop.

pause

Fired when the clip is paused.

play

Fired when the clip starts playing

resume

Fired when the clip is resumed.

stop

Fired when the clip is stopped.

Inherited

Methods

fire(name, [arg1], [arg2], [arg3], [arg4], [arg5], [arg6], [arg7], [arg8])

Fire an event, all additional arguments are passed on to the event listener

obj.fire('test', 'This is the message');

Parameters

nameObjectName of event to fire
arg1*First argument that is passed to the event handler
arg2*Second argument that is passed to the event handler
arg3*Third argument that is passed to the event handler
arg4*Fourth argument that is passed to the event handler
arg5*Fifth argument that is passed to the event handler
arg6*Sixth argument that is passed to the event handler
arg7*Seventh argument that is passed to the event handler
arg8*Eighth argument that is passed to the event handler

Returns

pc.EventHandler Self for chaining.

hasEvent(name)

Test if there are any handlers bound to an event name

obj.on('test', function () { }); // bind an event to 'test'
obj.hasEvent('test'); // returns true
obj.hasEvent('hello'); // returns false

Parameters

nameStringThe name of the event to test

Returns

Boolean true if the object has handlers bound to the specified event name.

off([name], [callback], [scope])

Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.

var handler = function () {
};
obj.on('test', handler);

obj.off(); // Removes all events
obj.off('test'); // Removes all events called 'test'
obj.off('test', handler); // Removes all handler functions, called 'test'
obj.off('test', handler, this); // Removes all hander functions, called 'test' with scope this

Parameters

nameStringName of the event to unbind
callbackpc.callbacks.HandleEventFunction to be unbound.
scopeObjectScope that was used as the this when the event is fired

Returns

pc.EventHandler Self for chaining.

on(name, callback, [scope])

Attach an event handler to an event

obj.on('test', function (a, b) {
    console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console

Parameters

nameStringName of the event to bind the callback to
callbackpc.callbacks.HandleEventFunction that is called when event is fired. Note the callback is limited to 8 arguments.
scopeObjectObject to use as 'this' when the event is fired, defaults to current this

Returns

pc.EventHandler Self for chaining.

once(name, callback, [scope])

Attach an event handler to an event. This handler will be removed after being fired once.

obj.once('test', function (a, b) {
    console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console
obj.fire('test', 1, 2); // not going to get handled

Parameters

nameStringName of the event to bind the callback to
callbackpc.callbacks.HandleEventFunction that is called when event is fired. Note the callback is limited to 8 arguments.
scopeObjectObject to use as 'this' when the event is fired, defaults to current this

Returns

pc.EventHandler Self for chaining.